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Crud (also known as "Slosh) is a fast-paced game loosely based on billiards or pool, and originated in the Royal Canadian Air Force. It is played in units of the Canadian Armed Forces, the Canadian Coast Guard, the United States Air Force, the United States Navy, the United States Marine Corps, and the Royal Australian Air Force.

The game of slosh has been played in Australian Army Officer's Messes since the Vietnam era (the author of this addition played this game from 1983, generally after Dining-In Nights.

The game is played on a pool or snooker table (usually the latter, when available) using the cue ball (the shooter ball), and one object ball (most commonly a striped ball since it is easiest to determine if it is in motion). Only the corner pockets are used on non-snooker or smaller tables. On these, the side pockets (if there are any) are blocked off, traditionally by rolls of toilet paper.

Pool cues are not used; the shooter ball is launched across the table surface with the hand. A game of crud involves moving around the table and other players, trying to grab the shooter ball and either strike the object ball before it stops moving or sink it. This boisterous game is usually only played in a military mess as the management of most public establishments would not normally condone contact sports and tolerate the apparent abuse of their equipment.


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Rules

Crud is a competitive, team sport. Each member of the two teams has three lives. The exception to this rule in some establishments is for "virgins", those who have never played the game before, who are given an additional life. A team's order of play is established at the beginning of a game and recorded on the scoreboard. A team must play in order, like baseball's batting order. Anyone caught playing out of turn loses a life.

Before play can begin, the Judge does a roll call to verify the presence of all players. Anyone not present at the time of a roll call has his/her name erased and may not play in the game. Once all persons have been verified, a lag is performed.

In the event of an uneven number of players wishing to be involved with a crud match, a ghost may be assigned to a team missing the required number of players. In the event of a ghost player, the second or third lives of the Ghost's" team players are assigned to the "Ghost" until 3 lives attrit the "Ghost". Once the ghost is gone, play resumes as normal.

There will be at least one Judge, sometimes known as the Crudmaster or Crudmeister, who is usually positioned centered on one of the long sides. Particularly competitive games where the referee's neutrality may be questionable may also employ a Ass't Judge to assist the Judge. Asst Judge is situated opposite the Judge at the table. In addition, an official scorekeeper is sometimes used to keep track of lives lost.

The Judges rulings are final Arguing with the Judge is authorized; however, intelligence and sportsmanship may become suspect if it continues unabated. Continual quibbling may be penalized by the loss of a life. Above all else, CRUD is a gentleman's game.

Originally published in 1988 and updated Dec 11, 2010

NOTE: Air Combat Command accepted rules for nationwide tournament play since 1997

OBJECTIVE: CRUD is played with two pool balls; a Shooter (the cue ball), and any other regulation numbered pool ball.  No cue stick is used.  Each player begins with three "Lives" to possibly be lost as the game progresses (same as a strike, foul, etc.). While shooting from either end of the table [not the sides], the Shooter tries to hit the Object Ball with the Shooter Ball causing it to either go into a pocket or stop all movement on the table before an opposing player can take his/her turn.  The team to lose all of its "Lives" first, loses the game.   

"Ace" - The Shooter's Service shot directly causes the loss of a Receiver's  Life via a Double Kiss, Dead, or Pocket prior to him/her getting a shot off.

"Arguing with the Judge" - Only Team Captain's may discuss specific rulings until a 'Decision Final' or 'Replay' is declared.  All further arguments are subject to a Life being assessed.

"Ball off the Table" - When the Shooter Ball is shot so vigorously that it causes either ball to leave the playing surface and either ball touches anything that is not the CRUD Table, including the Next Shooter.  This Life will be called over any other Life resulting from events in that Round, i.e., "Dead Ball," "CRUD," etc.  

"Blocking" - The Shooter has the primary right to the table.  The Shooter has a right to get to the Shooter Ball without being blocked by the Defender.  The Shooter has a right to make a shot.  There will be no Blocking of the Shooter's movement on the Runway along the long sides of the CRUD Table.  The Defender may not hold onto any portion of the Table.  In some cases, the Shooter will need to go around a Defender who is up against the side of the Table.  Inadvertent or accidental Blocking, as determined by the Judge,  will not be held against the Defender.  The Shooter may not hold onto the Defender, but may use an arm or open hand lifting motion to clear Defender's visual blocking (called ECM) of a shot. The Defender has blocking rights based on the following:

--   The Defender may not touch either of the CRUD balls or the Shooter's forearm or hand during a shot.

--   During  ECM, the Defender's hands and arms must be constantly moving and closer to the Object Ball than the Shooter's face, and the hands and arms may not go below the level of the bumpers.  If the Defender's hands are swept away by the Shooter, the Defender may readjust and create ECM again. 

--  The Defender may offer resistance, but may not use holding techniques and must be "giving way" without "over-resistance" to the Shooter's attempt to establish position for  a shot.  The Shooter is only entitled to "take" as much room as is reasonably required to make a shot. The use of hard pushing or hitting with the hands, elbows, shoulders or hips by either the Shooter or the Defender to establish or maintain their position is not allowed.

--  The Player on Deck has no Blocking rights.

Choice - The next player in turn from the team that most recently received a Life has the Choice to Receive or Serve to open the next Round, unless the Single Man rule applies.  This is the only privilege offered the Single Man.

Contested Decision - On rare occasions, Team Captains may officially contest a decision of the Judge.  The Judge will declare "Replay" or "Decision Final."

"CRUD" - The Shooter's center abdomen must be within the Foul Lines when making any shot. 

CRUD Table - A snooker-type table approximately 6 ft. by 12 ft with 6 open  pockets.  CRUD can be played on a regulation 5 ft by 10 ft pool table, and a 4 ft by 8 ft bar room pool table with the side pockets blocked off.

"Dead Ball" - The Object Ball ceases any and all movement. The Next Shooter has responsibility for continued Object Ball movement regardless of opportunity, except when the No Six rule applies.

Decision Final - The Judge's declaration that a Contested Decision will no longer be discussed.

"Delay of the Game" - When players commit unnecessary delaying tactics, the Judge may impose a 5 second rule to speed up play.

"Double Kiss, Dead" - This is the only exception to the No Six rule.  If the Object Ball is tapped at least twice by the Shooter Ball, usually against or near a bumper, the Object Ball need not travel the minimum six inches normally required.

"Drop Shot" - After release, the Shooter Ball must first touch the playing surface prior to touching the Object Ball.

"F.O.D." - Any Foreign Object Debris that falls or spills onto the playing surface.  A piece of attached clothing will not constitute F.O.D. unless it touches one of the Balls during play.  Whereas it may be necessary for a Shooter to transit the playing surface to retrieve or shoot the Shooter Ball, a player's shoes or feet may not touch the playing surface or bumpers.  The Defender may not be on or somehow resting on the playing surface when anticipating a Shooter's play.  

"Foot Off the Runway" - Whenever a Shooter shoots, at least a portion of one foot must be on the Runway and within the Foul Lines.  Additionally, one of the Defender's feet must be on the Runway somewhere around the CRUD Table when actually defending, but not required when retrieving or moving into position to make a shot.

"Foul Lines" - Imaginary lines and planes  extending vertically and laterally and  parallel to the CRUD Table's long sides (90 degrees to the short sides).  Shooters must have their center abdomen within these Foul Lines at either end of the table any time a shot is made.  Additionally, a Shooter must have a portion of one foot on the Runway within the Foul Lines whenever a shot is attempted. 

Holding Area - Area between the Inner and Outer Marker.  All Players, except the Shooter, the Next Shooter and the Player on Deck must be in or beyond the Holding Area. 

Inner Marker - Line drawn around be CRUD Table 3 feet from the outer edge of the table.  The area within this line is the Runway.

"Intruder" - An unauthorized Player on the Runway.   At any point in time during a Round, only the Shooter, Next Shooter and Player on Deck may be on the Runway.  The previous Shooter must be returning to the Holding Area or beyond.

Lag - Game opening event used to determine which team has choice.  From the Shooter End, Team Captains simultaneously release their respective CRUD Ball so that it touches the opposite short side of the table.  The ball that returns closest to the Shooter end without touching it or the side rails determines Choice.

Life - The term used to impose any infraction of these rules.  The Life may also be called by its proper name.  Infractions in "quotation marks" within these rules are Lives.  

"No Six" - The Shooter must personally make this call to stop the Round

before taking any shot.  Whenever the Object Ball is hit, it must travel 6 inches, including bumper bounce, except in the cases of the "Double Kiss, Dead."  The Judge will determine the distance of travel based on his judgment of where the Object Ball was last hit.  If full  travel is less than 6 inches, center-ball to center-ball, the Life is against the last Shooter.  If it traveled 6 inches or more, the Life is a Dead Ball on the Ball-in-Hand Player.

Object Ball - This Ball may only be touched by the Shooter Ball, and must be

Pocketed or kept in motion at all time during a Round. 

Outer Marker - Boundary line 2 feet beyond the Inner Marker.  The area between the Inner and the Outer Marker is the Holding Area where players stand awaiting there next play.

Player on Deck - This player, as the next player in turn to play, is allowed on the Runway, but has no Blocking rights. 

"Playing Out of Turn" -.  A Player touching the Shooter Ball when it is not that player's turn or any out-of-turn play detected by the Judge.  Also, a Team Captain may stop a game to point this infraction out to the Judge at the risk of a Life.  If verified, a Life will be assessed against the guilty Team's Captain or its first available player.  Otherwise, a Life will be assessed for stopping the Round.

"Pocket" - Any time the Object Ball is hit into, and remains in, one of the pockets, i.e., center-ball past the lip of the pocket.  The Judge will determine who receives the Life based on the Judge's opinion of whether or not the Next Shooter had ANY opportunity to influence the play with a valid shot.  If the Next Shooter had a chance to influence play, the Next Shooter receives the Life.  Otherwise, the Life is against the previous Shooter on that team. 

"Push Shot" - Any stylized propelling of the Shooter Ball by the Shooter's hand is allowed, providing the Shooter's hands or fingers are not touching the Shooter Ball when or after the Shooter Ball makes contact with the Object Ball.

Receiver / Next Shooter --The Defender as a Round begins, and the next player after the Shooter at any point in time.     

Replay - If "Replay" is declared following a Contested Decision, teams start from the beginning of the Round in question, or if the Judge allows, Team Captains or designated Players may face off one-on-one.  Choice  goes to the Team that had it at the start of the Round in question.

"Roughing the Judge" - No Player may make contact with or bump into the Judge so as to cause him/her the need to regain balance or composure. 

Round - Begins with the Service shot and ends when a Life is called, or the play is stopped for any reason.

Runway - Area 3 feet wide around the CRUD Table.  Only the Shooter, Next Shooter, and the Player on Deck may be on the Runway at any one time.  The (previous) Shooters must, without Blocking the (next) Shooter, depart the runway as quickly as possible after making their shot, except in the case where they are the Single Man.

"Scratch" - During Service, the Server misses the spotted Object Ball 3 times.

Service - The opening event of each Round.  With the Object Ball spotted on the center line 6 inches from the Receiver end of the table, the Shooter is given 3 attempts to hit the spotted Object Ball using any number of bumper bounces.  Shooter Ball movement may only be stopped by the Judge or the Shooter.  Any Service where the Shooter Ball goes beyond half the length of the Table will be counted as 1 attempt. 

Shooter - The Offender as a Round begins and the player with the responsibility to make the next shot before the Object Ball is called Dead or is Pocketed.

Shooter Ball - This ball, usually a cue ball, may be touched or picked up by the Receiver/Next Shooter from anywhere around the table only after it hits the Object Ball. However, it must be shot in accordance with all applicable rules herein.  The Shooter may, in order to hit an Object Ball still in motion, recover the Shooter Ball --even if it goes into a pocket-- and take as many 'shots' as needed.  All shots must be at the Object Ball and not at other Players. 

Accidental release or dropping of the Shooter Ball will not be held against the

Shooter, unless it hits the Object Ball.

Single Man  - When a Team is attrited down to one Player, that Player has the Choice at the beginning of each Round to Receive or Serve.  When both teams have only one player remaining, normal Choice rules apply.  NOTE: All Blocking rules remaining in effect.

Substitution - Substitution may not be made without the consent of the Judge.

"Unsportsmanlike Conduct" - When the Judge determines a player's actions or language is unsuitable for the game at hand, the Judge may assess a Life or eject a player from the game or tournament.

Warning - If, in the Judge's opinion, a Player makes a play that is very nearly a Life and the Judge might be inclined to assess a Life if that same play or event is committed again, the Judge may call "Warning on the Push, Blocking, etc."

"Wrong Ball" - During play, the Shooter touches the Object Ball.

Traditional Concepts & Rules:

1.  As recompense for services rendered, the first player attrited from the game buys the Judge his or her drink of choice.  The next player attrited buys a drink for any Assistant Judge, and the third player buys for the Scorekeeper

2.  The losing team buys the winning team drink of choice, usually by aligned players on the scoreboard.  If the winning team has at least one "Virgin" (no lives assessed), the Virgin's team is entitled to two drinks of choice for that game by the losers.

3.  The 6 inch rule is measured by a Canadian dollar bill, now extinct. The alternative is an American dollar or a Canadian two dollar bill.

4.  To even the number of players on a team, one team may use one "Phantom" or "Ghost."  The Team's Ghost receives the first three available Lives that are not any Player's first Life, or any other agreed-upon method.

5.  Plugging the side pockets of CRUD Tables smaller than 6' by 12' Snooker tables is traditionally done with rolls of toilet paper.  NOTE: Some 6'x12' CRUD tables have been built without side pockets.  This is the result of a misconception drawn from playing on 5'x10' tables where the side pockets were blocked.  The original game used all 6 pockets on the 6'x12' snooker table.  

6.  For violations of the CRUD rule, the Judge may use the term "Balls" or "Lips"

7.  A Player who reads these rules to try and win a point with the Judge may be assessed a Life or be obliged to buy the Judge a drink of choice.

8.  The original CRUD foul was a 45 degree imaginary line extending outward from each corner.  ACPA selected the different foul line (extension of the sides of the table) to tighten up the "CRUD" rule.

Updated: Dec 11, 2010  - minor corrections and historical note.

Historical Note: The rules and information herein were researched at Cold Lake Canadian Air Base from active duty and retired personnel in 1982, and again on a special fact-finding trip there in 1992.

Variations

There are many variants on these rules, including the degree to which contact is allowed (for example, full contact, no contact, or contact so long as the blocker is stationary). Check the rules posted on the wall at your establishment; however, reading the rules or mouthing the words while reading the rules may cost you a life (local rules vary).

Large 12-by-6-foot snooker tables may or may not have the side pockets blocked, a historical mix-up, but any smaller tables' side pockets must be blocked.

A dominant variation of crud is also played under many names. In this variation, the game is played on regular-sized pool tables, but every man is for himself/herself (no teams) and the object ball must be struck from the opposite end of the table. All six pockets are in play. This form of the game is played with great success by the Princeton University Band. The game has also spread throughout the University under the name "Balls" and may be played with two opponents (singles), three opponents in free-for-all (triples) or with two teams of two (doubles). If the game is played in doubles, the teams are diagonal players, who usually remain stationary. Games play up to 11 points (win by 2) assessed to an entire team instead of lives assessed to individual players. In singles or doubles, a team scores a point when the ball dies while in the possession of the other team (a sunk ball is dead). In doubles, either team member may strike during a team's possession. In triples, points are strikes assigned to the next player in the striking order (when any of the three players has at least 11 strikes and two more than either of the other players, they are eliminated and the game follows doubles rules). Service is always provided by the team who did not gain a point on the previous play, except in the case of an imminent loss (next point would be a loss). The striker ball leaving the table is not a foul, and the game remains in play.


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Shuck

Shuck utilizes the same two-ball system and many of the rules of crud, but does not employ a referee - it is geared towards casual home and bar play. Rules not mentioned below are generally acquired from crud.

Basic concept: Two teams of two players each. Unlike crud, there is no rotation of turns, instead all 4 players are involved in every point and either player on a team can grab the cue ball during the play of a point, but no player can ever reach over the center of the table to grab the cue ball; one team may shoot several times in a row. First team to 11 points wins, losing team takes a shot. The opening serve comes from either player on the serving team. The server gets only two attempts to hit "the object ball" otherwise the opposing team receives a point and control of the serve. The cue ball must be rolled (not thrown) and either it or the object ball must hit a wall or be on pace to hit a wall following the serve for it not to be called a fault. The team that scored a point on the prior play always takes the next serve.

Scoring: Once the object ball is moving it is like a "time-bomb" in the sense that when it stops moving the location of the cue ball on the table will (may) determine the winner of the point, i.e. if the cue ball is on your side of table when the object ball stops moving, you lose the point. The only variation to this is the "Gentleman's Rule" (see below).

Making the ball: You score a point by making the object ball in one of the two corner pockets on your opponent's (i.e., the opposite) side of the table or by banking the ball into a side pocket or back into one of your own pockets. If, upon striking the object ball, it goes either directly into a side pocket or the pockets on your own side of the table then you lose the point (note: toilet paper to block the side pockets is an acceptable variation). If the cue ball goes into ANY pocket on your throw, you lose the point--with one exception, the shuck, explained below.

Gentleman's rule: If the ball is coming to a stop and you throw (roll) the cue ball at it but miss and the ball stops, it does not matter what side of the table the cue ball is on, you still lose the point because you missed it (it's pretty obvious when it happens - no complaining allowed). Also part of the Gentleman's Rule is that you cannot just simply roll/push the cue ball onto your opponent's side when the ball is slowing to a stop. This rule is both as complicated as it is critical to the gameplay, and those attempting to play may not quite understand it at first but it will become obvious soon after playing a couple of rounds (think "I Know It When I See It" from Supreme Court Justice Potter Stewart's opinion in the landmark 1964 case involving what should or should not be considered obscene--you'll just know it).

Shuck: A rare and gutsy play for advanced players. If your opponent strikes the object ball and you believe it is going into your pocket (or banking into a side pocket or their own pocket), you can take the cue ball and "shuck" it at your opponent's corner pockets. If you sink the cue ball in their pocket before the object ball falls into a pocket, you have essentially stolen the point away from your opponent. Of course, if you attempt a shuck and sink the cue ball, but the object ball does not fall into a pocket then you lose the point. The Gentleman's rule is also employed if the object ball stops just short of a pocket as your shuck with the cue ball misses (i.e., you would still lose the point).

H-O-R-S-E

A more simple, popular variation is called H-O-R-S-E (or horse pool) or P-I-G (or pig pool), building on the rules of Tim. Like the H-O-R-S-E variation of basketball, each player has five lives (represented by letters of H-O-R-S-E). Like Tim, it is played on a six-pocket pool table, as individuals, and is particularly challenging because all shots must be released from the table end opposite the object ball.

The defender of a served the ball is called the server. The server rolls the object ball horizontally from the shooter, from one side to the other. The server must roll the ball on the opposite end of the table between the first and third dot, from either the left or the right side of the shooter. A mis-serve is any ball rolled by the Server that goes out of the bounds of the first and third dot. Three mis-serves in a row results in a letter for the server.

The shooter has three tries to hit the ball. If the ball is not tapped, the shooter gets a letter. If the ball is released from the near side of the table to the object ball, the shooter gets a letter. If the ball goes in a pocket, the next person in order gets a letter.

Nobody gets a letter if the object ball goes in a pocket on a serve. This is called T-N-A. The Shooter may only T-N-A twice in a row; the third T-N-A results in a letter to the shooter.

There is not a no six rule in H-O-R-S-E; the player is allowed to stop the object ball dead, if it is possible, resulting in a letter for the next player. The double-kiss rule is replaced with a double-tap rule, which reverses the order of play. A shooter who performs a double-tap does not play again; the player who was in order before that player must now play. The new order persists after play stops. (A double-tap does nothing in a two-person game.)

Walking the table is never permitted, and the shooter must have at least one foot on the ground when shooting. There may or may not be a referee. The player who gains the last letter becomes the shooter, and the winner of a game becomes the shooter of the next game and may choose to start play in forward or in reverse order.

SPLASH

Source: Jordan Weltman [[1]]

I have just read your Wikipedia entry for the game you call Crud.  I found it by googling "splash game on pool table ."

I googled this because I played a game called "splash" from 1972-74 at Yale College (specifically Morse College, which was one of the then twelve residential colleges at Yale) and my memory was jogged by seeing a pool table at a party at a house of a relative. I thought we had invented the game, although since I was an early participant but not actually present at the day of "invention", I cannot vouch for where it came from.  

Our game was similar to yours.  We did not have teams, our game was always individual, played like horse, five points and you were out. 

You could get a point one of four ways. The person in front of you could hit the object ball into a pocket, you could throw the cue ball three times without hitting the object ball, the object ball could come to rest before you were able to hit it with the cue ball, or you could be penalized for rolling the cue ball while you were on the side of the table rather than at one of the ends (we did not allow straddling a corner with one foot on the side and one in back). 

There was no need for a judge, there was generally consensus on whether the object ball had stopped moving before being hit by the cue ball (yelling "mort" or "dead" immediately as the ball stopped moving was common) and many would start yelling "SIDE!" if someone, usually a rookie or someone caught up in a panic as the object ball started to slow to a halt, was not behind an end when releasing the cue ball. 

Importantly, the side pockets on the pool table were NOT closed off and were most definitely in play, and a player did NOT have to be on the opposite end of the table from the object ball when rolling the cue ball, either end was always allowed. 

These latter two rules resulted in (1) an ability to score a point on the person following you by hitting the object ball into a side pocket (my personal favorite move, which I could do with either hand, was waiting for the object ball to be even with a side pocket and drilling it into the pocket with a sideways toss of the cue ball; very satisfying) and (2) a rule that a point could not be scored by hitting the object ball into an end pocket while the ball was in the zone of the pocket at the end of the table where the shooter was standing (this being deemed too easy). The "zone" was generally defined as a diagonal line from the top of the pocket along the side wall to the edge of the pocket along the end wall. This would just be deemed a "pocket" with neither the shooter nor the person behind them incurring a point, just resulting in a do-over. 

After a point was scored or incurred the object ball would be placed on the dot (i.e. the spot where the front ball in a regular rack of pool balls would go) at the opposite end of the table from the person who had scored the point on the person behind them by pocketing the ball (or the person in front of the player who had incurred a point by failing to hit the object ball in three tries, or had failed to hit the object ball before it stopped moving, or had committed a "side"). At least theoretically, a person could incur five points and be out without having had a chance to even touch the ball if the person in front of them could pocket the object ball five times off the opening roll (I never saw this happen).  

I should say parenthetically that the shooter starting off after a point scored on or incurred by the person behind them would have three tries to hit the object ball sitting on the dot and would incur a point if the object ball was missed all three times (and surprisingly, this did happen).  I should also mention parenthetically that a point would also be incurred if a player in the midst of action mistakenly picked up the object ball or touched it with hand or body part, although these violations were relatively rare. 

Players would develop their own favorite strategies.  A "Ganz" (named after its inventor and most ardent practitioner) would consist of waiting until the object ball was almost dead (i.e. about to stop rolling) and then placing the cue ball on the table in front of the object ball allowing the object ball to hit the cue ball and essentially stop moving at the same time. As is readily discernible, this was a deadly maneuver almost impossible to defend and some, myself included, considered it somewhat of a cheap move. Of course, a practitioner of this strategy, along with some who, over eager to score a point on the person behind them would wait on the object ball until it was in a better position to hit into a pocket, would run the risk of the object ball stopping and incurring a point on themselves--as well as a general outcry of "you snooze, you lose!"

Some minor rules, such as tough luck you have to go get it if the cue ball ricocheted off the table when it was your turn to shoot, you need to go get the cue ball out of a pocket if it goes in when you are still shooting, and common courtesy to attempt to avoid physical contact with someone whose turn it was to shoot (we absolutely did not encourage blocking) were self evident parts of the game. 

I consider splash one of the greatest games ever invented. I have introduced it on several occasions where enough people were around in presence of a pool table and, as far as I know, everyone who has ever learned the game has immediately fallen in love with it. I've described it as a Chinese fire drill around a pool table, although it now strikes me that that is probably ethnically inappropriate.  Although I would never claim that inebriation and splash were totally disassociated, my recollection is that the intense joy and surprisingly intense exercise that the game entails was enough for us. 

The only downside is that pool tables are not built for splash.  The game was so popular at Morse College at Yale, with a game with up to 15 or more people played every night (and, for all I know, maybe almost 24/7), that the pool table was eventually destroyed.  The bumpers literally started falling apart and we eventually had to abandon the game.   As I have, very periodically, introduced the game to others over the years, I never fail to mention that addiction to splash will eventually destroy the table.  


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Combat CRUD

A contact version of crud called combat crud is sometimes played, which allows full body checking and blocking similar to what one finds in ice hockey. This is one of the few situations where junior-grade officers are allowed to knock over generals and not be marched up on charges for it, and is therefore quite popular among the "subbies".


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Famous Crudders

Crud was made mainstream when famous actor and star of hit shows such as Monk and Wings, Tony Shalhoub, hit the scene. In honor of Shalhoub's contributions to the expansion of the sport, a move was named after the actor in which the player causes the cue ball to be knocked into a pocket by the object ball in order to not only humiliate the opponent, but avoid unnecessary contact with any bacteria that may be present on the cue ball. He first successfully pulled of this move during the 1987 Crud Games Tournament hosted in the province of Nova Scotia when there was a three-way tie at CRU-. During his prime he was nicknamed "The Crudinator" for his mechanical like ability to put a 450 degree spin on the ball that made it stop instantly on contact. It is said Shalhoub still frequents the Crudding circuit of his hometown Green Bay, WI and is rumored to have bought drinks for anyone who successfully completes "The Tony Shalhoub". If Shalhoub hadn't injured his dominant hand during a Jai Alai tournament in Trinidad and Tobago, he could easily have had 7 consecutive Crud championship trophies. In a major crud upset, three-time downhill mountain bike world champion Greg Minnaar was defeated by a deft female adversary named Katie Zaffke. Though it was initially reported that this victory--referred to as the Juliana Takedown--was tainted by Zaffke's so-called, "karaoke offensive," those present that night have verified the win as legitimate.

TOURNAMENT RESULTS - National and International:

NOTE: Due to growing interest, we are creating a World Federation of CRUD. We are hoping to post results from the USA, Canada, and The Basque Country. Currently and temporarily, I, Wm. E. "Blister" Townsley (blister264@gmail.com), will be President, and Egoitz Campo Gonzalez (campo_16@msn.com) from The Basque will be Vice-President. We are looking for a Canadian CRUD player to join this Executive Committee.

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Source of the article : Wikipedia



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